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Drizzt4.

0s Ship Creating Tutorial


Version 1.5- Changes made: Drastically reduced the number of pages by wrapping text around my pics, fixed the mod folder
problem (I forgot to add the shiparch.ini to the folder list,) deleted some unnecessary comments, and introduced the Mat File
Exporter created by Colin in the Mat file area of the tutorial. Also Got rid of the stupid long name.
Version 1,4- Changes made: Have introduced a FAQ at the end of the tutorial and introduced LOD ranges
Version 1.3- Changes made: Dc_name typo corrected to Dt_name. This should take care of the WHITESHIP problem.
Version 1.2- Changes made: MAT file explained further.

Legalities and user agreement


This tutorial is freeware and may be read by anyone and everyone. However, this tutorial may not be
hosted anywhere outside lancersreactor.com without express written permission granted by me.
Who-ever notices that this tutorial has been hosted anywhere besides lancersreactor.com, (and/or
anywhere not in my list of hosted sites,) should post a notice in the lancersreactor.com tutorial thread.
Also please note that any link found in this tutorial is a direct link to the tools download. There may be
sometimes when the download is not available or the link may become broken. If this happens, please do
not email me. Try finding the tool yourself or ask for another link in one of the Freelancer editing forums.

Table of contents
The Complete Freelancer Ship Creating & Editing Tutorial ............................................................. 1
Legalities and user agreement................................................................................................................ 1
Table of contents.......................................................................................................................................... 1
About this tutorial ........................................................................................................................................ 2
Thanks go to:................................................................................................................................................. 2
Creating your ship in Gmax and ms3d ................................................................................................ 2
Exporting your ship to MS3D................................................................................................................. 12
Adding your hardpoints, textures, and generally: finishing up in MS3d. ............................ 13
The different Hardpoints.......................................................................................................................... 13
Placing your hardpoints ........................................................................................................................... 15
Fixed Hardpoints......................................................................................................................................... 15
Interior hardpoints..................................................................................................................................... 16
Revolute hardpoints .................................................................................................................................. 16
Placing your textures ................................................................................................................................ 17
Exporting the .cmp file............................................................................................................................. 18
THE MAT FILE-using the automated mat converter or the traditional way........................ 19
Making the Mat file the classic way ......................................................................................................... 20
INI EDITING YOUR NEW SHIP............................................................................................................... 22
SUMMARY:................................................................................................................................................. 28
Make your ship buy-able at a base..................................................................................................... 29
How to create your infocards and insert the ship into the game (finally.) ......................... 31
LOD ranges....................................................................................................................................................... 39
Creating the mod folder and importing it into flmm.................................................................... 39
Station codes ..................................................................................................................................................... 41
Frequently Asked Questions:................................................................................................................. 44

About this tutorial


I got sick and tired of not being able to find tutorials on ship modeling and creating
mods and everything else you have to learn how to do in order to make mods or change
Freelancer in anyway so I decided to write this tutorial, and I really hope I did a good
job of making everything somewhat understandable.
Anyone noticing errors or having suggestions should post them in the
lancersreactor.com tutorial thread. This helps me from receiving a load of spam and
having to email thanks and all the hustle bustle guys like me have to deal with.
[*SIGH*]
I also must warn you that this tutorial is huge due to all of the illustrating pictures I use
to help explain what Im doing and the detail I tried my best to maintain.
Thanks go to:
God for making me smart enough to learn this stuff.
lancersreactor.com for being the coolest freelancer forum in the world.
Freelancer, SoundSpawn, Kendo_THM, Polish Renegade, Chips, and Gafanden for
helping me learn the tricks and the programs.
And now without any more ado

Creating your ship in Gmax and ms3d


We are going to attempt to make a jet-like spaceship for freelancer. While this is the
longest part of the tutorial we arent going to get too detailed in our ship model. We will
have our cockpit, wings, fin, exhaust nozzles, and necessary hard-points.
yours wont look exactly like this as I
made it in 3dsmax originally, but yours
will be close. 3dsmax has the ability to
smooth objects considerably, but this
increases faces and your polygon
count.
Tools needed:
GMAX
a
more
than
excellent
completely free 3dmodeling program.
.md3 gmax exporter
I use this to
transfer my completed gmax ship to
ms3d.

milkshape 3d (ms3d) an excellent 3d modeling program. (30 day evaluation.)


cmp exporter plug-in for ms3d Everyone uses this to export .cmp files for FL use.
I use gmax for any ship I start simply because I found it was easier to control what I
was doing. When Im done with the ship in gmax I export it as a quake 3 file (.md3)
and import the quake 3 file into ms3d for my finishing touches.
Let me go over our tools in gmax first.

Our pointer/selector pretty self explanatory,

use this to select objects, faces or vertexs.


to press in order to move anything in gmax.
allows you to select entire groups by name.

Our mover, this is the button you have


Another great selection tool this one

Important menu buttons


this is the create menu, where you will be using options to make boxes or spheres or
other objects you can manipulate.
This is our modifier menu where we can change and morph our objects into a ship.
This is our OTHER menu where we have the option to SET OUR POLY COUNT!
In any ship I make I always start with a box or a sphere. This ship will be started as a
box.
You should have a menu like this available.
If you were to let your mouse hover over
the areas where there wasnt a button
youd notice that sometimes your mouse
turns into a hand. This allows you to scroll
the menu as it is larger than it appears at
first.
Click the box button. See the name and
color? This sets the objects name and
what color your box will appear in the
perspective view.
Go ahead and drag the menu up a little.
Now you see the keyboard entry, or
should. If you cant see the keyboard entry
menu and the sign you see in my
pictures is a + then click that + and youll
see the menu just fine.

Leave the x, y, z, values at 0.0 that will center our box on the grid.
Enter 3 in the length segs and width segs boxes of the parameters, and in the keyboard
entry area, give our box a length of 50, width of 30 and a height of 10. Then click the
create button.
You should have this:

If you dont have the bordered faces those


white lines covering the entire box like
mine than left click perspective to activate
that view and then hit your f4 key.
We are done in the creation menu.
Click the modifier tab
You should have this:

We want to right click the box in


the perspective view,
So that we can click convert to:
-> convert to editable poly.
Now we want to click the red box
in our modify menu and select
the front/middle face of our box:

Make sure that you have the IGNORE


BACKFACING checkbox checked.
Things get
annoying when youre selecting multiple faces
and dont have that box checked.

Now we pull up the mod menu and give


extrusion a value of 10, click extrude and then
do it again. Value of ten and extrude.

Now we can make the nose.


This requires a bevel
which is the button next to
extrude.
Give the extrude a value of
10 click bevel then give the
outline a value of -3 and
click where you put the
extrude value to seal the
deal.

There are x, y, z, number entry boxes


at the bottom of the screen click your
move button and click the bottom
arrow to the right of the z box twice so
it says 3 instead of 5.
You should see this in the front view.

now move your mod menu back up to where you


selected the red box and uncheck the ignore
backfacing. In the top view, click and drag to
select the bottom 2 most boxes like so:
and now
we move them using the same method we
used for the nose we want to move these
down 2.

And now we select some of the center faces


from the top view to make our cockpit. And
well bevel/extrude these by 5 and outline by
-3. Then we look a little further down the
menu to find a button that will make these
faces flat. Its called MAKE PLANAR.

Go ahead and
select the
top/middle face
of the cockpit
and move it up 1
using the z
button you used
before.

Then go back to the red box at the top of the mod menu and click the
button with the 3 red dots this allows us to edit vertexs.
you see the points? Points = VERTEXS

We want to select the vertexs on either end of the top of the


cockpit all of the top corner vertexs.

Move these down 1 y unit and down 2 z units using the bottom buttons you used before
to move things.

Ok now for vents. This is a little


more complicated.
Switch back to the red box A.K.A.
poly select mode and select the front
faces to either side of the nose.

We are going to use bevel again.


Click bevel and give extrusion a
value of 2, outline a value of -1, and
then again extrusion a value of -1
and outline a value of -0.5

Then by using the vertex selection tool the 3 red


dots select the following points and move them up 2
y units. Make sure the ignore back-facing is checked.
If you accidentally clicked extrude twice like I did
back there (See the two lines in the middle of this
2nd pic of the vent?) Its ok that wont kill our
model.

Click the arc rotate tool so you can rotate the perspective
view until you see the back of our ship. Then select all of
the back faces. We are now going to use the cut tool to slice
these faces in half.

You can cut by clicking near the


inside of the left side corner and
clicking again on the right side, near
the inside of the right side corner like
you see the cut up there Takes a
couple tries to get it right.

Now for the engines select the four


outside faces. 2 on the left 2 on the right
and we are going to bevel them into the
shape of 4 exhaust nozzles at the same
time!
We do this by clicking the by
polygon option in the menu, and entering
extrusion = 2, outline = -1.5; then ext =
1, outline = 1; then ext = 1, outline = 0.5; and finally ext = -0.75, outline = 0.5. You have your nozzles.

Wings are interesting in this model.


Select the 4 top faces at each side of
the rear of the ship. Extrude them
by 1. select the sides of the now
extruded wing connecting joints on
both sides. And extrude them by 30
and use the vertex selection tool to
pull the front of the wings back a
little so they look fast.

Select the tips of the wings faces again so that we


may extrude the wings out by about 10. Then we
are going to slant our wings down a little bit so
they look curved.

Now this is a pretty stocky looking ship so


far so we want to make it longer. Select the
entire front-end and using the coordinate
buttons at the bottom make the front
longer. How long is your choice.

I think that looks better, maybe bring the


wings up a little so they are closer to the
front your choice, you know enough now
to finish the rest of the hull your self and
make it the way you want it. But, Ill
continue to the end so you dont get lost.
(if you havent already :P) what I also did
up there was brought the back of the
cockpit up a little at the top. If you look
youll see it.
Now for the tail fin.
On the top of the ship at the rear, select the middle face only one face.
Bevel it at ext = 1, outline = -3; then bevel by ext = 10 or 15 its your
choice and outline = -1.75.
Now you take the front vertexs and
pull them back so you have a nice tail
fin. If you want after pulling the front
back you can pull the whole top back
a little to make it look fast.

Congratulations. You are ready to export


to ms3d. And I must inform you that I do
NOT suggest trying to add hardpoints and
names while in gmax as it is extremely
annoying to have to retype everything
the names get cut off at only 5 or 6
characters.

Exporting your ship to MS3D


Now when you downloaded the exporter, you should have unzipped it
into your gmax\stdplugs directory.
Select everything. Click modifiers->uv coordinates->uvw map and
in the editing area click the button that says shrink wrap. Then save
your design.
Now click file->export and export your ship as a quake 3 file. If you
get a window that pops up stick a 0 (zero) in the frames box. And
click ok ignore any error complaining about textures cause we
havent added them yet.

Open up ms3d and click file->import->quake3 .md3 and select your ship. Right click on
the 3d view and select flat shading.

Adding your hardpoints, textures, and generally: finishing up in


MS3d.
Now we want to add the hard-points. There are several of them. Here is the list of Hp
types we are going to use. We will use all of them.

The different Hardpoints


Fixed hardpoints are those that dont move.
Hp|Fixed|HpEngine01
Hp|Fixed|HpEngine02
Hp|Fixed|HpEngine03
Hp|Fixed|HpEngine04
One engine hardpoint in each exhaust nozzle.
nozzle so it isnt right inside the thing.

Preferably a little bit away from the

Hp|Fixed|HpThruster01
Fixed to one sied of the tail
Hp|Fixed|HpTractor_Source
this can go anywhere inside the ship, you wont see it.
Hp|Fixed|HpShield01
preferably stuck to the bottom middle of the ship where its not so accessible to fire.
Hp|Fixed|HpMount
imagine this is the ground, cause this is the point your ship lands on put it to far under
though and youll be floating 10 feet above the floor.
Hp|Fixed|HpConTrail01
Hp|Fixed|HpConTrail02
Hp|Fixed|HpConTrail03
These are the points that create those lines coming off of the tips of your wings. One on
each wing tip and one off of the tail.
Hp|Fixed|HpCM01
Your countermeasure. This will be on one side of the bottom rear of the ship.
Hp|Fixed|HpMine01
mine launcher other side of the bottom rear of the ship.

Hp|Fixed|HpRunningLight01
Hp|Fixed|HpRunningLight01
your running lights. These should go on the top of your ship near the front of the wings.
[Hp|Fixed|HpPilot]
In this tutorial we arent going to worry about the pilot, as this is a beginners ship we
wont be messing with transparency. You can find out about this in forums and some
other tutorials.
Hp|Fixed|HpScanner01
Anywhere inside the ship
Hp|Fixed|HpHeadLight
at the nose somewhere
Hp|Fixed|HpDockLight01
Hp|Fixed|HpDockLight01
Top of the tips of your wings your docking lights
Revolute hardpoints are moving hardpoints.
Hp|Revolute|HpTorpedo01
Your torpedo launcher. This should go underneath the ship in the middle
Hp|Revolute|HpTurret01
We will attach your turret to the right side of your tail.
Hp|Revolute|HpWeapon01
Hp|Revolute|HpWeapon02
Hp|Revolute|HpWeapon03
Hp|Revolute|HpWeapon04
Hp|Revolute|HpWeapon05
Your weapons. These will be well placed. 1 on each wingtip, 1 on each wing in the
middle of the wing and 1 on the bottom of your nose. All go on the underside of your
ship.

Placing your hardpoints


Fixed Hardpoints
Lets place the fixed hardpoints first. select everything, and rotate your ship so you can
see the front of it in the top left window.
Use the x, y, z, controls its easier.
Select the rear right tailfin face using the select and face
buttons and simply clicking the face you want. And then using
the menu we will divide this face into 4 faces so we have
smaller faces to deal with. Select the bottom most face only
and click edit->duplicate selection or hit ctrl-d and go to the
groups tab and rename the duplicat01 to the thruster
hardpoint. Copy and past it from this tutorial if you want. But
you have to have the whole thing. Hp|Fixed|HpThruster01
you have to rename all of the hardpoints this way. Tedious I
know but its how you got to do it. You do the same thing with
all the other fixed hardpoints following the placements I gave
you up there for all the fixed hardpoints that dont get put
inside the ship.

Interior hardpoints
These are made a bit differently and are very tedious.
billion of them.

Thank God they dont have a

For this you want to create a new plane. In gmax this is easy but in this program all you
have to do is select a face already on your ship, duplicate it and move the duplicate out
away from the ship. Then you can subdivide it by 4 or 3 or however many extra faces
you want. Then you can select a smaller face and duplicate your heart away until you
have all of your interior hps made and named.
Luckily you only need 2:
Hp|Fixed|HpTractor_Source and Hp|Fixed|HpScanner01. Select 1 face, duplicate it and
rename it to a hardpoint and then move the hp anywhere inside the ship you want. Do
this again for the scanner.

Revolute hardpoints
I am not going to show you haw to place all of these either.
These are placed like your fixed hardpoints but somewhere
where you think would be a good spot for a weapon or turret.
Ill show you how to place one weapon and your torpedo by
now you should be able to place the rest on your own, its all
duplication and renaming, while making sure your hardpoint
faces are as small as possible.
Select one face on the tip of the wing, underneath the wing.
Subdivide it till you think its small enough and select the
closest small face to the front of the wing. (this is easier if
you switch your top view to bottom.)
And for the torpedo, move the
view so you can see the underside
of the nose middle mouse button
usually does it. If you dont have
a middle mouse button Im not
sure how its done. Select a face
near the middle if not the actual
middle of the underside of the
nose. Subdivide it as well, and
select a small face, duplicate it and
rename it the torpedo hardpoint.

Placing your textures


Tools needed:
pic2pic pic converter an excellent free utility that allows you to convert any type of
picture file to any format. Like .jpg to .tga
Textures in ms3d are called
materials.
Thats the third tab
menu.
You create a material by clicking
new in the lower menu and
renaming it to the picture you want
to use. Then click the top <none>
button and hunt down the texture
you want to use.
You have to use .TGA files however
so you want to have a pic2pic
converter like PIC2PIC! Also, any
texture you use will have to be
converted
again
and
flipped
vertically so that you can use it in
the .mat file. For some reason if
you dont flip the texture upside
down (vertically,) freelancer will
not show the textures. You want
these flipped textures in a different
location than the ones youre using
in ms3d.
Do this with all the
textures you want to use
Once you have all your textures
loaded and all the areas you want
to texture divided by group (i.e.: glass or cockpit, hull,
nozzle, and exhaust), you can start texturing your ship. Select your cockpit group and
assign the glass texture to it. Select your hull group and assign the hull texture. Then
select your nozzle group and assign the nozzle texture to those. Finally select the
exhaust group and assign the red texture to them. (the pic I used was red, yours might
not be) once you do that click the 3d view and right click to select the textured view.
The texturing and hardpoint creation sections of this tutorial were kept down in size to
try to maintain the size limit I set for myself, however this tutorial is still huge =P

Exporting the .cmp file


Before you export your ship select everything and click scale. Enter a value of 2 in all of
the x, y, z boxes and click scale to increase your ships size. Increasing the ships size is
best done by feel, however a general rule is if you are zoomed all the way out in the
front view and the cockpit is practically IN YOUR FACE then your ship is about the size of
the defender.
This is another rather simple section of the tutorial. You should have unzipped the cmp
exporter I gave you the link for into the ms3d directory.
Save your work. (Good Job by the way if everything worked without a hitch.) Click file>export->freelancer cmp file

Congratulations you now have a cmp


file you can place in your game.

THE MAT FILE-using the automated mat converter or the traditional


way.
Out of shear courtesy, I must dedicate this section as Polish Renegades. Without him I
never would have got my first working .mat file.
Tools needed:
The Mat exporter by Colin Sanby: This will be replacing our cmp exporter because it
does the job for us!
a utf editor this is the freelancer utf editor, you use this to create the mat file. I have
been notified that this particular UTF editor isnt very stable you might want to try
finding a second UTF editor or saving and reopening the mat when we are done here to
make sure that it worked.
First Ill show you how to use the Mat exporter.
This utility is so cool it does so much for you, like getting rid of TYPING!
Ok, so you have your materials and everything and your ship is looking cool and you
think youre ready to export your mat file so go ahead!
Find the file menu->export->freelancer mat v0.1 an option will come up asking if you
want to create a new mat file or update an existing mat, cmp, or 3db choose the new
mat file.
Then choose where you want to export
the mat to its good practice to keep
this in your mod folder along with your
materials.
If you have all your textures in the
same folder as your ship you wont
have to do much browsing, but if not
then it will ask you to find all the files it
cant find on its own one by one. The
file you want to find each time will be
shown on the title of the dialogue.
When you have found all of your
materials it will pull up the dialogue
where you can look at the results.
Click continue and the mat has been
exported.

Making the Mat file the classic way


The MAT and CMP files used in Freelancer
use a tree/leaf hierarchy. That means
that you can separate data into
categories and further organize such
data. For example, I have a file cabinet
and in that cabinet are files but in utf the
cabinet is called ROOT or /. Every tree
starts like that. Obviously File cabinets
have files so we categorize them. I have
two files so UTF does it like this.
-/
Drawer01
Drawer02

Each file has to be defined, or described;


with a name tag which is further
described by Name STRING and type
STRING.
This
helps
Freelancer
understand what it is looking at.
-/
Drawer01
File
Dt_name (Name Tag)
Type
File
Dt_name (Name Tag)
Type
Drawer02
File
MIP0 (actual document)
File
MIP0 (actual document)

Notice that Drawer02 has something different in it. While file01 only holds the names of
my documents this Drawer holds the documents themselves.
In the MAT File
Freelancer uses the first Drawer (Material Library) as an index card where it can look up
the information it needs to pull up the textures from the second Drawer.
So we now have to create a MAT File. To prepare make sure to flip all of the textures
you used in ms3d vertically so they are upside down and they must be .tga files.
Open the utf editor.

Create a new tree


(Drawer), and add 2
new
nodes
(files.)
Rename the one node
material library and the
other texture library.
In each of those nodes
(Files) create as many
nodes (Files) as you
have textures. (If you
had 4 texture files mat
lib gets 4 new nodes
and texture lib gets 4
new nodes.)

Now name all the nodes


(Files) in the material
library (first drawer) the
same as your texture files
but without the extension.
So if you had a texture
named texture01.tga you
would
rename
that
texture01
(if
you
highlight the node [File]
you want wait half a
second and click it again
you should be able to
rename that node [File].)
Name all the nodes under
texture library the actual
filenames including the
extension texture01.tga
is
exactly
that:
texture01.tga.

Finish
the
list
of
textures and in the
material library drawer
you need to give each
texture node a defining
name tag (Dt_name)
and a defining data type
(Type)
-/
material library
texture01
Dt_name
Type

once you are done with that you can start putting in the real info. Switch where it says
interpret data as to string. All Dt_name selections get a string that describes the
texture used in other words you get to retype texture file names AGAIN. Then you get
to type DcDt in every single Type area you have Finally where you have the MIP0
you highlight a MIP0 and click import to import your texture file into the .mat file.
Remember that the textures you import to the .mat have to be flipped vertically to work
in freelancer otherwise you get a white ship, and on a side note: if you notice that your
ship is invisible at any point this isnt a texture problem but a LOD (level of detail)
issue. This is covered more in the .ini file section of this tutorial.
Once you are done importing the textures to the .mat file, click save file and save as
yourship.mat
Thanks again Polish Renegade!!!

INI EDITING YOUR NEW SHIP


Tools used:
freelancer SDK v3.0 a complete collection of decompressed .ini files. Download this and
install it into your freelancer directory. Create a folder named FL INI BACKUPS on your
desktop and install it there as well. Now that our backups are made we can get started.
Now we are going to add your new ship to the .ini files using the DEFENDER as a guide.
Open up data\equipment\goods.ini
Do a search (ctrl + F) for li_elite. Li_elite is the defender. The best of the best.

You should see this: (note: im using wordpad so I can use colors to youwhat you should
notice and make it easier to see. You should be using notepad. Notepad doesnt change
formats like wordpad so your less likely to get a crash.)

[Good]
nickname le_hull
the hull
category shiphull
redundant but what the heck...
ship li_elite
the package
price 10400
what else the cost of the ship.
ids_name 12003
this is important but will be explained later.
item_icon Equipment\models\commodities\nn_icons\li_elite.3db icon file
In the goods.ini file your ship is broken up into two pieces, the "hull" and the
"package" The hull is the ship and its price, the package is what comes with it.
Copy the le_elite goods entry and put it underneath, so you should have this:

Now in the copied


good, rename the
hull
to
yourship_hull. and
the
ship
to
yourship. So you
have this:

Copy
the
nickname of
the original
hull,
and
search for it
(le_hull).
This will pull
up
the
original
package.

There are two things you should look at in the package: the engine and the power plant.
We are going to be editing both of these so that your ship has a one of a kind engine
and power plant
Copy this section and add it as a new good underneath this one. Rename the package to
yourship_package, and rename the hull yourship_hull. You want to rename the new
goods engine and powerplant as well. Yourship_engine_01 & yourship_power01

Save your progress. Goods.ini, highlight and copy ge_le_engine_01 from the package.
Engine:
There are only three things you would want to edit in ENGINE, the "max_force",
"reverse_fraction", and "cruise_charge_time". If you want to change any of these open
up data\equipment\engine_equip.ini and leave it open for now (you should still have 2
editors open now if you dont get the goods.ini back open again.) Search for the
ge_le_engine_01 entry, and you'll see these stats here:

MAX_FORCE is your top speed multiplied by 600. REVERSE_FRACTION is your speed in


reverse.
For example, all stock ships have a max_force of 48000 (80mps), and can go 16mps in
reverse (80 x 0.2). The cruise_charge_time is exactly that, how long it takes to warm up
your cruise engine. If you were to make it zero you'd be gone as soon as you hit your
cruise control.
Now you want to copy this engine entry and put it just below the original and rename
the engine name. Once again the renamed engine should be yourship_engine_01. Save
engine_equip.ini.
To MOD the power plant:
Highlite and copy the goods.ini li_elite_power01 entry in the package just below the
engine, and open up data\equipment\misc_equip.ini. (just open it in the window you
opened engine_equip.ini)
Search for the nickname you copied, and you'll see four things you can tamper with...
capacity, charge_rate, thrust_capacity, and thrust_charge_rate.

Capacity is
how much
juice
your
ship holds
Charge rate
is how fast
it
replenishes
The
other
two are the
same,
but
for
the
thruster.
If you want
to make an
unstoppable
ship,
just
make
the
charge_rate
equal
or
more than
the
capacity,
that should
do it.

SUMMARY:
I'll provide an example here for you where you modify the original defender...
You want to double the top speed and charge rate of the defender... in case you didnt
know You pull up data\equipment\goods.ini and search for "li_elite". It pulls up a thing
called a ship hull, so you grab the nickname which is "le_hull" (liberty elite hull). You
search for "le_hull" and find the package entry, which is called "le_package". Inside
le_package, the first two lines that say add-on are "ge_le_engine_01" (engine), and
"li_elite_power01" (power plant). You copy "ge_le_engine_01" and open up
data\equipment\engine_equip.ini. You search for it, and change the 48000 to 96000
(when divided by 600 will be 160). You then close this file, and copy "li_elite_power01".
You then open up data\equipment\misc_equip.ini, search for your power plant, and

there it is. Now you double the capacity, and to keep it balanced, you lower the charge
rate a little. Save, and you're done with the engine and power plant modifications.
Now, that example was without copying and renaming all of the essential components.
If you want your changes to leave the other ships using their original components and
your ship to use these brand new components, follow the steps above where you copied
and renamed all of the essentials.

Make your ship buy-able at a base.


Tools used:
Notepad
This is a little tedious, but you must do it.
Open up your data\equipment\market_ships.ini
You should see something that looks like this
[BaseGood]
base = Br01_01_base
Marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
Marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
And so on down the list.

FYI
The 2nd number:
30, -1, 0, 0, 1, 1, 1
Is your rep requirement to buy a
ship. Dont mess with this unless
ABSOLUTELY necessary.

Lets take a look at these entries.


You have the marketgood identifier, the nickname of the package, the level you have to
be to buy a particular ship and finally the last set of numbers.
Identifier and package
Level to buy
Marketgood
= 0,
gf1_package,
Marketgood
= 4,
gf2_package,

To sell or not to sell


-1, 1, 1, 0, 1, 1
-1, 0, 0, 1, 1, 1

A ship that is for sale looks like this. Pay attention to the numbers they are important.
Marketgood = gf1_package, 1, -1, 1, 1, 0, 1, 1
A ship that is NOT for sale looks like this.
Marketgood = gf1_package, 1, -1, 0, 0, 1, 1, 1
Did you notice the change? The 1s and 0s after the -1 are significant.

1, 1, 0 = a buyable ship

0, 0, 1, = a ship not for sale at that station.

By changing those 3 numbers you can enable or disable a ship.


NOTE: Each base can only sell 3 ships. Bases that already sell 3 ships must have 1 of
the existing enabled ships disabled so you can add your ship to the dealer, otherwise
you will most likely end up with a crash.
STATION
CODES
click here
to see
the list of
station
codes if
that dont
work
they are
located
at the
end of
the
tutorial.
Once you
have
found the
station
where
you want
to make
your ship
buyable,
copy the
last entry
line of
that
station
and place
it at the
end,
rename it
to
the
nickname of your ships package. The next step is to make one of the buyable ships
disabled and then you can change your ships buyable code to buyable. (that is change
the -1, 0, 0, 1, 1, 1 to -1, 1, 1, 0, 1, 1.)

EXAMPLE:
Here I searched for Planet Crete and since it only has one ship for sale (coe2_package
A.K.A. Titan) all I had to do was copy the last entry and rename it to my ship with the
for sale code. I elected to make the ship non-purchasable until level 30.

Congratulations you now have a buyable ship. However you still need to create the
infocards for the ship so that you can see what its stats are like.
Save your work and get ready.

How to create your infocards and insert the ship into the game
(finally.)
Tools:
FLEd_ids I used this to find the empty infocards and create my new infocards.
Notepad
Lets do it.
This was by far the hardest research job I had in writing this tutorial. And even after its
all done I doubt Ill be able to write this in a way that is completely understandable. If
you dont understand what Im trying to say in this section of the tutorials, Im sorry, I
tried, I will work on an update to this part of the tutorial as soon as I myself have a
better understanding of creating infocards.
Dont let this intimidate you though. We will try to get through this.
Here we go.
OK. Info cards are one of your ways of letting people know the stats of your ship. They
can see this on their screen whenever they are buying this ship or scanning someone
who has this ship. So its kind of important to have a good, creative, and well thought
out infocard.
Open up data\ships\shiparch.ini again. This file is VERY important to us now. You need
this file to make your ship flyable.

Ids_name = 237033
Ids_info = 66567
Ids_info1 = 66568
Ids_info2 = 66608
Ids_info3 = 66569
These are all calls made to ids #s
Ids numbers are what help us store things
like our infocards and names of certain
objects.
Where ids_name makes a
reference to an actual name, ids_info
makes reference to an infocard written in
xml.
Li_elite is the nickname of the ship.
DA_archtype is a link to your .cmp file
you created earlier
And the first material_library is a link to
your .mat file.
Nanobot_limit is just the max your ship
can hold. Same with shield_battery.
Mass affects ships turning and how fast it
speeds up or slows down.
Hold_size is you cargo limit.

And then the lovely one. Your Hit Points.


Actual hull damage your ship can
withstand. [Not to be confused with your
shields.]

This red zone here is the area where you


would edit and/or add all of your
hardpoints.
The shield link is your default shield.
Thats what your ship comes with when
you buy it.
You have your number of exhaust nozzles
at the top,
Your weapons,
Turrets if you have any,
Shields,
Torpedos, and anything else you can find
in this file. Its huge so you could be
searching for a good 40 minutes for the
best ship config in here.

At this point I want you to copy that entire ship entry and paste it just before the next
ship entry(thats past the collision groups and simple groups.)
Rename the nickname to yourship.
Edit the da archtype so it knows where your ships cmp is.
Edit the material library so it knows where to find your mat files.
Go ahead and edit your hit points and anything else you might want to change. However
since were using the defender as a guide and I had you place the same amount of
hardpoints on it, I suggest not changing the hardpoints.
Save but dont close.
Lets open up the FLEd_ids program.

As Ive said, infocards are written in XML script. The text box above is where you would
see, and edit, any info a card slot had. The good thing is there are available card slots
in FL. You just have to find them first. So lets use the Search box under the
nameresources.dll you see up there use that pull down menu to select infocards.dll,
then search for the eagle. Type eagle in the search box and click ids_info. You end up
with 2 numbers. If you stick the top number in the ids info box in the upper left and click
the get ids_info? You get some info about a base. Go with the second number for now.

Ok. You should have something like that. From here you could just keep going up in
numbers searching and searching for an empty slot. But ill tell you now that 66615 is
free. I used it for my ship.
You will need 5 ids numbers one is going to be an ids_name the other 4 are ids_info
numbers.
[Ship]
ids_name = 237034
the name of your ship
ids_info = 66570 this is your ships stats
ids_info1 = 66571
is your infocard
ids_info2 = 66608
stats being the value type
ids_info3 = 66572
stats being the actual value

Look familiar? This was grabbed from the


data\ships\shiparch.ini file where I told you to
change the da_archtype and such. This is where
we will have to put your ids_name and ids_info
numbers when we are done. The ids values I
grabbed were off of the patriot.

Once you have found a free slot in the ids_info category we can start organizing our
infocard.
Go ahead and enter this: 66571
the upper left of the window.
Now click get ids_info

its from the ids_info1. Put it into the ids_name box in

<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1"


def="-2"/><JUST
loc="center"/><TEXT>LZF-6364
"Patriot"
Liberty
Light
Fighter</TEXT><PARA/><TRA
data="0"
mask="1"
def="-1"/><JUST
loc="left"/><TEXT> </TEXT><PARA/><TEXT>With comparable models in active
government and military service, the Patriot delivers state-of-the-art maneuverability
and punishing firepower in one unbeatable package. Impressive extensibility and a
generous
cargo
hold
round
out
the
top
notch
appointments.</TEXT><PARA/><POP/></RDL>
Lovely aint it? The parts in red are actual text for the infocard. Edit them until you are
happy with the way it sounds, but dont mess with the xml tags. When you are done
you can copy and paste your xml text into the edit box of the ids editor FLEd-ids. So go
ahead and put 66615 in the ids_info box, click get info and paste your xml based
infocard in the editor. Click save ids_info. And save it.
Now put 66615 or the number you used into the resource ID box and make sure you
have resourcenames.dll shown in the pull down menu. Click convert to get your
ids_name # 197687 now put that in the ids_name box at the upper left side of the
window. You should get an empty box where you could type something what weve got
here...

put the name of your ship like it is in that box. However you should replace the
YOURSHIPNAME with your real shipname and then the type of ship.
Like Scorpion Heavy Fighter. Dont worry about xml here.
Ok so now your ship name and info card are numbers. Now we need your stats.
In the above file excerpt I showed you 5 sets of numbers. Ids_name, ids_info,
ids_info01, 02 and 03.
Ids_info is your stats. However they go farther than that and break it down as well.
Ids_info02, and 03 are identifier and value format respectively
Meaning. In 02 you have your list of stats without the amounts (i.e.: weapon/turrets:,)
and in 03 you have the amounts (i.e.: 6/2.)
Look up Ids_info = 66570 (the patriots stats) copy the xml text and place it in your
next empty empty slot.
Keep track of the ids number! I used 66700
66570 stands for:
<?xml version="1.0" encoding="UTF16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TRA data="1" mask="1" def="2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1"
def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>Gun/Turret Mounts:
4/0</TEXT><PARA/><TEXT>Armor: 1300</TEXT><PARA/><TEXT>Cargo Space:
25</TEXT><PARA/><TEXT>Max Batteries/NanoBots:
12/12</TEXT><PARA/><TEXT>Optimal Weapon Class:
2</TEXT><PARA/><TEXT>Max. Weapon Class: 3</TEXT><PARA/><TEXT>Additional
Equipment: M, CM, CD</TEXT><PARA/><PARA/><POP/></RDL>
where we are shown the whole set of stats and their values.
Then in
Ids_info02 = 66608 (once again the patriot) copy the xml text and place it in your next
empty slot. Keep track of the ids number! I used 66701
<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1"
def="-2"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="1"/><TEXT> </TEXT><PARA/><TEXT>Gun/Turret
Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo
Space:</TEXT><PARA/><TEXT>Max
Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon
Class:</TEXT><PARA/><TEXT>Max. Weapon
Class:</TEXT><PARA/><TEXT>Additional Equipment:
</TEXT><PARA/><POP/></RDL>

Where they skip the values of each stat.


And finaly
Ids_info3 = 66572 (once again the patriot) copy this xml text and place it in an empty
slot. Keep track of the ids number! I used 66702
<?xml version="1.0" encoding="UTF16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TEXT> </TEXT><PARA/><TEXT>4/
0</TEXT><PARA/><TEXT>1300</TEXT><PARA/><TEXT>25</TEXT><PARA/><TEXT
>12/12</TEXT><PARA/><TEXT>2</TEXT><PARA/><TEXT>3</TEXT><PARA/><TEX
T>M, CM, CD </TEXT><PARA/><POP/></RDL>
I hope you see what Im talking about there. You have the full set of stats, the titles of
the states and the stats themselves.
Now if you understand what Im talking about, you can edit the stats in ids_info, and
ids_info03 to what youd like keeping the values the same in each set of stats.
The final set of ids#s
The numbers I used ended up being:
ids_name = 197687
ids_info = 66700
ids_info1 = 66615
ids_info2 = 66701
ids_info3 = 66702
I put these in the shiparch.ini in order to create links to all of my infocards.

I put my ship Scorpion Heavy Fighter for sale at Crete so I placed my ships cmp and
mat files in corsair folders. But you can put them anywhere you want. Just make sure
you have the da_archtype and material libraries linked to their location.
After you put your ids_info and ids_name numbers in the shiparch.ini where they
belong, you are done with the editing part of this tutorial. Your ship is buyable, should
have its own infocards, and if we did everything right you should still be able to fly your
ship.
Once youve flown your ship and fixed any bugs you might have found (its impossible to
go over possible bugs here but you can always ask questions in my lancers reactor
tutorial thread,) you can create a MOD ARCHIVE which will allow you to activate the mod
in flmm.

LOD ranges
You may have noticed something in our shiparch.ini that mentioned LOD ranges. Whats
LOD? Thats Level of Detail. This little bugger took me a while to figure out. If this isnt
set right your ship will become invisible. Dont worry too much, this doesnt mean you
have bad textures it just means that the level of detail isnt set high enough.
LOD is shown in meters. Its the distance at which your ship becomes visible to the
camera. And from what I understand a good LOD range for fighters is 0, 2000. Yes
only 2 ranges. It doesnt seem to matter if you use the closest and farthest distances or
if you use the whole range like 0, 25, 50, 75, 100, etc. Freelancer seems to understand
that if a ship is visible at 2k than its visible anywhere between IN YOUR FACE and 2k
away.
Thanks go to Chips for helping me understand this.

Creating the mod folder and importing it into flmm.


This is rather simple in fact its insanely simple.
Tools used:
WinZip a file compression utility that allows you to zip folders, files, and programs for
downloading purposes.
First thing to do is make a folder on your desktop and name it yourshipmod.
Now in that folder create 2 folders, one called data and the other called exe.
In data create 2 folders one called ships and the other called equipment.
In ships create the folders you had put your ship and its mat file in before (I had put
mine in the corsairs\co_elite folder so I recreate those folders.)
Now we move all of your changed .ini files, your changed .dll files (namesresources.dll
and infocards.dll) and your .cmp and .mat files to their respective folders in our mod
folder. The thing here is to maintain the HEIRARCHY freelancer uses, so flmm can place
the files where they are supposed to be.

Example: (each is a folder a name without the in front is a file.)

Yourshipmod
- Data
- Equipment
Engine_equip.ini
Goods.ini
Market_ships.ini
Misc_equip.ini
- Ships
Shiparch.ini
- Yourship_group
- Yourship
Yourship.cmp
Yourship.mat
- Exe
Namesresources.dll
Infocards.dll
script.xml

Script.xml well thats the script that tells flmm what your mod is.
description. Its xml, of course
<script>
<header name="Scorpion Ship">
<scriptversion>
0.3
</scriptversion>
<author>
[DOA]_Dragon
</author>
<description>
Allows the Scorpion to be bought at Planet Crete.
Created by [DOA]_Dragon
-Freeware</description>
</header>
</script>

This is your

Go ahead and cut and past that into notepad, edit it so you like the description, change
the author, remove the freeware if you want and save it as script.xml in the root folder
of your mod yourshipmod\script.xml. Once you got that set up and WinZip installed,
you can right click your mod folder and select WinZip -> add to WinZip file where you
are going to add .flmm to the end of the name.
Like this:
When you click add, you have your mod. Now
go try it out and if you are happy with
everything send it in to lancersreactor or
lancerplanet.
Congratulations and I hope this tutorial helped
you out as much as writing it helped me.
2003 Drizzt4.0, Jerimiah Meyer, Advanced
Concepts

Station codes
STATION CODES courtesy of Kendo_THM
color coded for easier separation between worlds
once you have found your base in this list copy the
coded name and use the find option to go to it in
your market_ships.ini file.

LIBERTY BASES
Li01_01_Base Planet Manhattan
Li01_02_Base Planet Pittsburgh
Li01_03_Base Battleship Missouri
Li01_04_Base Benford Station
Li01_05_Base Ithaca Research Station
Li01_06_Base Trenton Outpost
Li01_07_Base Norfolk Shipyard

Li01_08_Base Newark Station


Li01_09_Base West Point Military Academy
Li01_10_Base Detroit Munitions
Li01_11_Base Fort Bush
Li01_12_Base Buffalo Base
Li01_13_Base Rochester Base
Li01_14_Base Baltimore Shipyard
Li01_15_Base Battleship Osiris SP ONLY
Li02_01_Base Planet Los Angeles
Li02_02_Base California Minor
Li02_03_Base Battleship Yukon
Li02_04_Base Willard Research Station
Li02_05_Base San Diego Border Station
Li02_06_Base Alcatraz Depot
Li03_01_Base Planet Denver
Li03_02_Base Battleship Rio Grande
Li03_03_Base Ouray Base
Li03_04_Base Pueblo Station
Li04_01_Base Planet Houston
Li04_02_Base LPI Huntsville
Li04_03_Base Battleship Mississippi
Li04_04_Base Beaumont Base
Li04_05_Base LPI Sugarland
Li04_06_Base Battleship Osiris SP ONLY
Li05_01_Base Prison Station Mitchell SP ONLY
BRETONIA BASES
Br01_01_Base Planet New London
Br01_02_Base Southampton Shipyard
Br01_03_Base Battleship Suffolk
Br01_04_Base Waterloo Station
Br01_05_Base Canterbury Station
Br01_06_Base Thames Outpost
Br01_07_Base Kensington Ship Platform
Br01_08_Base Trafalgar Base
Br02_01_Base BPA Newgate
Br02_02_Base Birmingham Station
Br02_03_Base Sheffield Station
Br02_04_Base Liverpool Border Station
Br02_05_Base Kingston Border Station
Br03_01_Base Planet Cambridge
Br03_02_Base Cambridge Research Station
Br03_03_Base Battleship Norfolk
Br03_04_Base Cardiff Mining Facility
Br04_01_Base Planet Leeds
Br04_02_Base Stokes Mining Station

Br04_03_Base Battleship York


Br04_04_Base Glasgow Outpost
Br04_05_Base LD-14
Br04_06_Base Durham Border Station
Br05_01_Base Battleship Hood
Br05_02_Base Mining Station Glorious
Br05_03_Base Graves Station
Br05_04_Base Battleship Essex
Br05_05_Base Arranmore Base
Br06_01_Base Luxury Liner Shetland
Br06_02_Base Aberdeen Border Station
Br06_03_Base Islay Base
Br06_04_Base Perth Station
KUSARI BASES
Ku01_01_Base Planet New Tokyo
Ku01_02_Base Narita Outpost
Ku01_03_Base Yokohama Shipyard
Ku01_04_Base Roppongi Station
Ku01_05_Base Shinagawa Station
Ku01_06_Base Shinjuku Station
Ku01_07_Base Kabukicho Depot
Ku02_01_Base Fuchu Prison
Ku02_02_Base Battleship Myoko
Ku02_03_Base Deshima Station
Ku02_04_Base Planet Junyo
Ku02_05_Base Ohashi Border Station
Ku03_01_Base Planet Kyushu
Ku03_02_Base Tsushima Depot
Ku03_03_Base Battleship Nagumo
Ku03_04_Base Nansei Research Complex
Ku03_05_Base Kagoshima Depot
Ku04_01_Base Planet Honshu
Ku04_02_Base Osaka Storage Facility
Ku04_03_Base Yukawa Shipyard
Ku04_04_Base Kansai Research Station
Ku04_05_Base Aomori Station
Ku04_06_Base Akita Border Station
Ku05_01_Base Battleship Matsumoto
Ku05_02_Base Ainu Depot
Ku05_03_Base Chugoku Gate Con Site
Ku05_04_Base Sapporo Station
Ku06_01_Base Kyoto Base
Ku07_01_Base Ryuku Base SP ONLY
Ku07_02_Base Tekagis Base SP ONLY
RHEINLAND BASES

Rh01_01_Base Planet New Berlin


Rh01_02_Base Oder Shipyard
Rh01_03_Base The Ring
Rh01_04_Base Bonn Station
Rh01_05_Base Dortmund Station
Rh01_06_Base Essen Station
Rh01_07_Base Brandenburg Border Station
Rh01_08_Base Kreuzberg Depot
Rh02_01_Base Planet Hamburg
Rh02_02_Base Battleship Westfalen
Rh02_03_Base Vierlande Prison
Rh02_04_Base Alster Shipyard
Rh02_05_Base Altona Station
Rh02_06_Base Lbeck Border Station
Rh02_07_Base Battleship Osiris SP ONLY
Rh03_01_Base Planet Stuttgart
Rh03_02_Base Planet Baden Baden
Rh03_03_Base Freiburg Station
Rh03_04_Base Ulm Border Station
Rh03_05_Base Konstanz Border Station
Rh03_06_Base Darmstadt Depot
Rh04_01_Base Planet Holstein
Rh04_02_Base Mainz Storage Facility
Rh04_03_Base Mannheim Station
Rh04_04_Base Fulda Border Station
Rh04_05_Base Bruchsal Base
Rh05_01_Base Leipzig Station
Rh05_02_Base Bautzen Station
Rh05_03_Base Pirna Border Station
Rh05_04_Base Vogtland Base
INDEPENDENT WORLDS BASES
Iw01_01_Base Pacifica Base
Iw01_02_Base Freeport 2
Iw02_01_Base Barrow Base
Iw02_02_Base Dawson Base
Iw02_03_Base Battleship Osiris SP ONLY
Iw03_01_Base Freeport 4
Iw03_02_Base Mactan Base
Iw04_01_Base Planet Curacao
Iw04_02_Base Montezuma Base
Iw05_01_Base Ames Research Station
Iw05_02_Base Nome Base
Iw06_01_Base Leiden Base
Iw06_02_Base Padua Base
BORDER WORLDS BASES

Bw01_01_Base Planet Sprague


Bw01_02_Base Freeport 1
Bw01_03_Base Rugen Station
Bw01_04_Base Douglas Station
Bw01_05_Base Baxter Research Station
Bw02_01_Base Cadiz Base
Bw02_02_Base Ronneburg Base
Bw03_01_Base Freistadt Base
Bw03_02_Base Briesen Mining Facility
Bw03_03_Base Elbich Mining Facility
Bw04_01_Base Solarius Station
Bw04_02_Base Freital Base
Bw05_01_Base Gas Miner Naha
Bw05_02_Base Helgoland Station
Bw05_03_Base Yanagi Depot
Bw06_01_Base Planet Kurile
Bw06_02_Base Atka Research Station
Bw07_01_Base Luxury Liner Hawaii
Bw07_02_Base Gas Miner Ogashawa
Bw08_01_Base Cali Base
Bw08_02_Base Tau-31 Gate Con Site
Bw08_03_Base Java Station
Bw09_01_Base Nago Station
Bw09_02_Base Shinkaku Station
Bw09_03_Base Freeport 6
Bw10_01_Base Planet Harris
Bw10_02_Base Holman Outpost
EDGE WORLDS BASES
Ew01_01_Base Freeport 10
Ew01_02_Base Falkland Base
Ew02_01_Base Ruiz Base
Ew03_01_Base Leon Base
Ew03_02_Base Freeport 5
Ew04_01_Base Freeport 9
Ew06_01_Base Planet Primus
Ew06_02_Base Planet Gammu
HISPANIA BASES
Hi02_01_Base Planet Crete
Hi02_02_Base Tripoli Shipyard
I THINK THIS IS A STORY LINE BASE ONLY
NOT SURE THOUGH I COULDNT FIND IT IN
LANCER THING OR ANYWHERE ELSE.
St01_01_Base Planet Toledo

Frequently Asked Questions:


At any given point of time that you have a question not listed here you can always ask us professionals
(***snicker***) at The Lancers Reactor Tutorial Forum but you may want to check my personal thread as well.
Q: Why is my ship invisible when I import it into Freelancer?
A: Could be a couple things but here is two of the obvious:
1: make sure that you scaled the ship before exporting the CMP. If you see your ship in the
display hud while trying to buy it but cant see it on the dealership floor than your ship is scaled
TOO SMALL and you need to increase the scale.
2: check your LOD ranges in the shiparch.ini for a fighter it should be 0, 2000. remember that
this is how far away your ship can be seen if you set it too low your only going to be seeing your
weapons.
Q: Why are there holes in my ship?
A: Ah, you have inverted faces or triangles. In ms3d these are shown as black triangles try selecting
the black triangles and clicking invert faces or invert vertex order.
Q: Why arent any of the links working?
A: if the bookmark links arent working meaning you cant use the index to go to places in the
tutorial than you need to update your acrobat reader. If the download links arent working than the
server or sites that host those programs are probably running into a little technical difficulties and they
should be available soon. Please do not email me asking me for files. Be patient those links should be
repaired shortly.
Q: Why is there a stupid FAQ in the tutorial when you have a tutorial thread at lancersreactor.com?
A: How the heck should I know
Just kidding I decided to start including a FAQ so that when someone asks me a really great
question I can include it here and hope that the FAQ answers the question before they have to come to
the thread while I think that its great to have loads of traffic, and Im sure the Admins at
Lancersreactor.com think so too, I would rather answer all questions before a person comes requesting
help at the forum. Once I notice that I havent had any questions at the tutorial thread for a month will
mean either I SUCK and no one wants to bother with me anymore, or IM THE GREATEST and no one
needs to ask any more questions cause I did a great job.
This tutorial will continue to be updated this FAQ will help insure that. The more questions that can be
answered here the more often I have to make updates. And thats a good thing. I have noticed a download
count of about 1500 per tutorial version and if thats 1 new person every ten downloads than Im helping
Lancers Reactor to be THE COOLEST LANCER SITE ON THE WEB.

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